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Overworld Short-Term Gating


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#1 Beefster

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Posted 03 December 2017 - 02:36 AM

Overworlds have a certain set of expectations for them and a general shortage of tiles for gating (at least in EZGBZ), for instance, keys and shutters don't always make a ton of sense in the overworld. Blocking off paths tends to be limited to primarily trees and mountains, especially in making the screen layout organic-looking.

 

I'd just like to feel around for some ideas of how to address these limitations. I want my overworld to progress like a dungeon (or more acurately, a metroidvania) but still feel open in some sense, just like an overworld would.

 

I remember Link's Birthday using keys as entrances to dungeons, but I don't remember much more than that. Example quests would be appreciated, with video or cheats if possible. I don't exactly want to play through a whole quest to see how others have solved the problem.



#2 NoeL

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Posted 03 December 2017 - 02:57 AM

I used changing seasons as gating mechanisms in Linked Seasons so that might give you some inspiration, even if you don't actually change seasons. You can use hot sand/boots as a lock/key, or somehow drain/freeze a river in order to cross it (maybe pushing a rock into it to act as a dam). Don't limit yourself to item->flag gating either since there are other ways, like opening shortcuts at the end of a "loop" (like the shoot-to-open gates in Super Metroid. Don't do it as hammy as Skyrim though). You can even unlock future areas in a similar manner, for example to use my rock dam idea: rather than needing to find the power bracelet so that you can push the rock, cross the river and proceed all at once (very basic lock-key design), have it so in the previous area there's a puzzle that requires pushing the rock into the river to proceed through that area, but doing so also allows you to cross the river downstream later on.



#3 Architect Abdiel

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Posted 03 December 2017 - 03:29 AM

I used the burnable bushes and other little things from around that area. I would also block them off with the way I set up my mountains. Oracle games use little barbell looking things. Rocks can be nice.

With treetops over the screen corners they can block of most of the image too. You could look at some SotW entries to see what they do.

#4 Beefster

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Posted 03 December 2017 - 02:11 PM

I guess I should clarify what I mean by short term gating.

 

Gates applying to various items are easy. Burnable bushes, slashable bushes, bombable walls, hookshot pits, etc... are straightforward. I would consider these to be long term gates.

 

What I'm talking about is stuff that temporarily limits where you can go in the map. In dungeons, it's very common to see locked doors and shutters and it doesn't look out of place. Overworlds don't lend themselves naturally to these kinds of gates, not only because they're made up of more "organic" components, but because there's somewhat more of an expectation for them to feel open.

 

In addition, dungeon walls are natural and expected and can take just about any shape without seeming odd or out of place. It seems to be a lot trickier in overworlds because you only have 3 geographical features to work with (mountains, trees, water), each having its own expectations that don't always allow you to block off screens without it feeling unnatural. Am I missing something here?


Edited by Beefster, 03 December 2017 - 02:11 PM.

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